1,819 Commits over 1,491 Days - 0.05cph!
Remove more stuff that we don't even use from vfx, change from DevShader to hidden
Better serialize shader modes
Finish vfx_c serialization
Start writing vfx_c support
WriteCompiledVfxFile Cleanup
Add CreateFromCompiledVfx stub instead of CreateFromVcs, remove more bullshit
Right click compile shaders, set GameResource load function as sealed
Add shader asset type and empty resource compiler for it
Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile
Make HVfx be HShader, start adding shader handle from C# side
Fix perspective on ui shader
Iterate on shaders as assets
Get boilerplate for managed asset compile
Add used shader as material dependency
Don't use error.vfx if we are not on tools mode (Issue 415)
Don't do Shader assets on C++, it's awful
Remove TryManagedCompile
Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created
Get target resource type from asset
Gameresource load doesn't need to be templated, still needs cleanup
Make CustomResource for internal managed resources that use custom decoding
And shader uses CustomResource instead of GameResource
Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed
Start work for child hlsl include files to recompile parents that use it
Add stub custom load methods for shader
ManagedResource is a better name
Remove MET shader browser, let's make it sexy using asset system and our UI
Make MET use our sexy asset picker
https://i.imgur.com/Mzzmynk.png
Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET
Make MET hints and shader select button intuitive
https://i.imgur.com/BgHsRKI.png
Revert "Remove TryManagedCompile"
This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd.
Managed resource compiles sanely
Create a managed resource of any inherited type without explicitly assigning it, start moving Shader resource to game code
Mark these as abstract, don't let children methods of GameResource override load, remove Shader from tools
Fix some sanity checks
Forgot this, pass asset name as string for now
Simplify how we load shaders, managed resource types shouldn't handle loading from cached dict at all, just have load method itself
ShaderResource in game code
Simplify how we load shaders, managed resource types shouldn't handle loading from cached dict at all, just have load method itself
ShaderResource in game code
Disable seamless fade for dof, better to keep the nice translucent sorting for now
Put DoF autofocus a bit behind the subject
Tweak backfacing value a bit
Double the dof resolution, fix massive slowdown on zooming in backfacing samples
Fix DoF plane
readd smooth mask
Merge branch 'post-processing-sucks' of sbox into post-processing-sucks
Return DofPanel far point to 10k units, but will get to fix focal plane reprojection
Limit DoF ray since our focus is more physically accurate now, fix collision on it
Front blur support, reduce artifacts
Correct orientation space for dof, more adjustments
Merge branch 'post-processing-sucks' of sbox into post-processing-sucks
Adjustments to adaptive dof, gets blurrier the closer you focus, use another formula for calculating downsample
Discard backfacing samples
Fix alpha plane on dof
Don't remap to viewport depth range, we need the absolute values
Mask alphatest while keeping the cool fade
Remove debug crap and push the shader objects
Front blur support, reduce artifacts
Correct orientation space for dof, more adjustments
Rewrite 99% of dof
Adaptive downsample dof
Any size blur kernel, more cleanup
Some more dof cleanup, am going to wrap up in the morning
Forgot this, pass asset name as string for now
Create a managed resource of any inherited type without explicitly assigning it, start moving Shader resource to game code
Mark these as abstract, don't let children methods of GameResource override load, remove Shader from tools
Revert "Remove TryManagedCompile"
This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd.
Managed resource compiles sanely
Add shader asset type and empty resource compiler for it
Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile
Make HVfx be HShader, start adding shader handle from C# side
Fix perspective on ui shader
Iterate on shaders as assets
Get boilerplate for managed asset compile
Add used shader as material dependency
Don't use error.vfx if we are not on tools mode (Issue 415)
Don't do Shader assets on C++, it's awful
Remove TryManagedCompile
Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created
Get target resource type from asset
Gameresource load doesn't need to be templated, still needs cleanup
Make CustomResource for internal managed resources that use custom decoding
And shader uses CustomResource instead of GameResource
Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed
Start work for child hlsl include files to recompile parents that use it
Add stub custom load methods for shader
ManagedResource is a better name
Remove MET shader browser, let's make it sexy using asset system and our UI
Make MET use our sexy asset picker
https://i.imgur.com/Mzzmynk.png
Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET
Make MET hints and shader select button intuitive
https://i.imgur.com/BgHsRKI.png
Revert "Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code"
This reverts commit 4e92c31729138ecdd74ad9ae2d11a6012cfcf97c.
Revert "Fix perspective on ui shader"
This reverts commit 6d087d7abf0752c7a35b0687d7322cbc4b5e2863.
Make MET hints and shader select button intuitive
https://i.imgur.com/BgHsRKI.png
Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET
Make MET use our sexy asset picker
https://i.imgur.com/Mzzmynk.png
ManagedResource is a better name
Remove MET shader browser, let's make it sexy using asset system and our UI
Add stub custom load methods for shader
Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed
Start work for child hlsl include files to recompile parents that use it
Get target resource type from asset
Gameresource load doesn't need to be templated, still needs cleanup
Make CustomResource for internal managed resources that use custom decoding
And shader uses CustomResource instead of GameResource
Don't do Shader assets on C++, it's awful
Remove TryManagedCompile
Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created
Don't use error.vfx if we are not on tools mode (Issue 415)
Add used shader as material dependency
Get boilerplate for managed asset compile
Iterate on shaders as assets
Make HVfx be HShader, start adding shader handle from C# side
Fix perspective on ui shader
Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code
Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile
Fix intersection on box on tiled light builder, don't bother trying to get intersection inside of box
Also reenable depth cull
Bloat bbox a bit to catch edges, send updated compiled shader
Add simple_liquid to replacement list too
start removing vr_warp, modern HMDs don't need it
cull most unused shaders, remove unused include files, rename shaders with sbox_ prefix to better names
Cleanup shaders, compile renamed shaders
Remove vr warp and most of subview rendering
More cleanup
Remove subview rendering, if we use foveated we'll roll our own solution
Remove more bullshit, start reimplementing a sane spectator view
Reimplement spectator view
Remove anything to do with aerial perspective, remove old glass shader
Remove wrinkle from complex, cleanup and cull some more shaders
remove complex and spritecard from build list, want to quickly test if everything is okay on CI
Update all_shaders.txt
move remaining materials that use blend.vfx to blendable, delete blend.vfx
Merge branch 'shader-cull' of sbox into shader-cull
remove compiled files of the shaders we removed
Update shaders with the cleaned up code
keep old glass shader while the new one isn't merged in
Remove deferred lights from code, only care for the lightbinner we use
remove old blur and old bloom
Remove grasstile materials
Remove auto fidelity visualizer, remove bilateral blur and liquid shader, remove remaints of old blur shader
Remaining missing materials and compiled shaders
Replace removed shaders that are still referenced in some assets with it's replacement shader
Update foliage and legacy glass with the correct depth shader
Add parallax occlusion to list of shader replacements
Remove postprocess_standard, readd floor_pebbles_a with correct shader
Update compiled addon shaders
Merge pull request #506 from Facepunch/shader-cull
Shader Cull Cleanup
Remove postprocess_standard, readd floor_pebbles_a with correct shader
Update compiled addon shaders
Update foliage and legacy glass with the correct depth shader
Add parallax occlusion to list of shader replacements
Replace removed shaders that are still referenced in some assets with it's replacement shader
Remaining missing materials and compiled shaders
Remove grasstile materials
Remove auto fidelity visualizer, remove bilateral blur and liquid shader, remove remaints of old blur shader
remove old blur and old bloom